/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017-2019 Geoffrey McRae <geoff@hostfission.com>
https://looking-glass.hostfission.com

This program is free software; you can redistribute it and/or modify it under
cahe terms of the GNU General Public License as published by the Free Software
Foundation; either version 2 of the License, or (at your option) any later
version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place, Suite 330, Boston, MA 02111-1307 USA
*/

#include "splash.h"
#include "common/debug.h"

#include "draw.h"
#include "texture.h"
#include "shader.h"
#include "model.h"

#include <GL/gl.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>

// these headers are auto generated by cmake
#include "splash_bg.vert.h"
#include "splash_bg.frag.h"
#include "splash_logo.vert.h"
#include "splash_logo.frag.h"

struct EGL_Splash
{
  EGL_Shader * bgShader;
  EGL_Model  * bg;

  EGL_Shader * logoShader;
  EGL_Model  * logo;

  // uniforms
  GLint uScale;
};

bool egl_splash_init(EGL_Splash ** splash)
{
  *splash = (EGL_Splash *)malloc(sizeof(EGL_Splash));
  if (!*splash)
  {
    DEBUG_ERROR("Failed to malloc EGL_Splash");
    return false;
  }

  memset(*splash, 0, sizeof(EGL_Splash));

  if (!egl_shader_init(&(*splash)->bgShader))
  {
    DEBUG_ERROR("Failed to initialize the splash bgShader");
    return false;
  }

  if (!egl_shader_compile((*splash)->bgShader,
        b_shader_splash_bg_vert, b_shader_splash_bg_vert_size,
        b_shader_splash_bg_frag, b_shader_splash_bg_frag_size))
  {
    DEBUG_ERROR("Failed to compile the splash bgShader");
    return false;
  }

  if (!egl_model_init(&(*splash)->bg))
  {
    DEBUG_ERROR("Failed to intiailize the splash bg model");
    return false;
  }

  egl_model_set_default((*splash)->bg);

  if (!egl_shader_init(&(*splash)->logoShader))
  {
    DEBUG_ERROR("Failed to initialize the splash logoShader");
    return false;
  }

  if (!egl_shader_compile((*splash)->logoShader,
        b_shader_splash_logo_vert, b_shader_splash_logo_vert_size,
        b_shader_splash_logo_frag, b_shader_splash_logo_frag_size))
  {
    DEBUG_ERROR("Failed to compile the splash logoShader");
    return false;
  }

  (*splash)->uScale = egl_shader_get_uniform_location((*splash)->logoShader, "scale");

  if (!egl_model_init(&(*splash)->logo))
  {
    DEBUG_ERROR("Failed to intiailize the splash model");
    return false;
  }

  /* build the splash model */
  #define P(x) ((1.0f/800.0f)*(float)(x))
  egl_draw_torus_arc((*splash)->logo, 30, P( 0  ), P(0), P(102), P(98), 0.0f, -M_PI);
  egl_draw_torus    ((*splash)->logo, 30, P(-100), P(8), P(8  ), P(4 ));
  egl_draw_torus    ((*splash)->logo, 30, P( 100), P(8), P(8  ), P(4 ));

  egl_draw_torus    ((*splash)->logo, 60, P(0), P(0), P(83), P(79));
  egl_draw_torus    ((*splash)->logo, 60, P(0), P(0), P(67), P(63));

  static const GLfloat lines[][12] =
  {
    {
      P( -2), P(-140), 0.0f,
      P( -2), P(-100), 0.0f,
      P(  2), P(-140), 0.0f,
      P(  2), P(-100), 0.0f
    },
    {
      P(-26), P(-144), 0.0f,
      P(-26), P(-140), 0.0f,
      P( 26), P(-144), 0.0f,
      P( 26), P(-140), 0.0f
    },
    {
      P(-40), P(-156), 0.0f,
      P(-40), P(-152), 0.0f,
      P( 40), P(-156), 0.0f,
      P( 40), P(-152), 0.0f
    }
  };

  egl_model_add_verticies((*splash)->logo, lines[0], NULL, 4);
  egl_model_add_verticies((*splash)->logo, lines[1], NULL, 4);
  egl_model_add_verticies((*splash)->logo, lines[2], NULL, 4);

  egl_draw_torus_arc((*splash)->logo, 10, P(-26), P(-154), P(10), P(14), M_PI       , -M_PI / 2.0);
  egl_draw_torus_arc((*splash)->logo, 10, P( 26), P(-154), P(10), P(14), M_PI / 2.0f, -M_PI / 2.0);
  #undef P

  return true;
}

void egl_splash_free(EGL_Splash ** splash)
{
  if (!*splash)
    return;

  egl_model_free(&(*splash)->bg  );
  egl_model_free(&(*splash)->logo);

  egl_shader_free(&(*splash)->bgShader  );
  egl_shader_free(&(*splash)->logoShader);

  free(*splash);
  *splash = NULL;
}

void egl_splash_render(EGL_Splash * splash, float alpha, float scaleY)
{
  glEnable(GL_BLEND);
  glBlendColor(0, 0, 0, alpha);
  glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);

  egl_shader_use(splash->bgShader);
  egl_model_render(splash->bg);

  egl_shader_use(splash->logoShader);
  glUniform1f(splash->uScale, scaleY);
  egl_model_render(splash->logo);

  glDisable(GL_BLEND);
}
